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In Swarm mode, the Ridden team starts with a set amount of Mutation Points and are granted additional Mutation Points each round. Mutation Points are used to upgrade the Commons or the three classes of (playable) Mutation Ridden. Upgrades are shared across the whole team; i.e. if only one player is upgrading the Tallboy variants, any Ridden player on that team who is using any Tallboy-type Ridden gets those upgrades. Upgrades remain in effect for the entire match; upgrades purchased in the first round continue to apply in rounds two and, if necessary, three.

In Round 1, the Ridden team starts with 300 Mutation Points, on Round 2 with 500 points, and lastly Round 3 with 800 points. Players should strategize which upgrades are needed to maximize the best team effects possible.

Tallboy Family Upgrades
Defense 1 Health Increase the Health of all Tallboy variants by 15% of base Health 50
Defense 2 Regen Tallboy variants regenerate an additional 15 Health per second 100
Defense 3 Health+ Increase the Health of all Tallboy variants by 30% of base Health 200
Defense 4 Armor Tallboy variants gain armor covering their weakspots 400
Offense 1 Damage Increase the damage of all Tallboy variants by 15% 50
Offense 2 Trauma Increase the Trauma damage all Tallboy variants deal by 100% 100
Offense 3 Damage+ Increase the damage of all Tallboy variants by 30% 200
Offense 4 Attack Speed Dealing damage to a Cleaner increases the attack speed of your next Overhead Slam by 50% 400
Utility 1 Stun Resistance Tallboy variants cannot be stunned for longer than 2.5 seconds 50
Utility 2 Stamina Drain Overhead Smash also drains 25 Stamina from a Cleaner when it hits 100
Utility 3 Burst Bonus While using Burst, Tallboy variants take 25% less damage and attacks made while using Burst deal 25% increased damage 200
Utility 4 Fear Aura Tallboy variants reduce the damage of nearby Cleaners by 20% 400


Stinger Family Upgrades
Defense 1 Lifesteal Dealing damage to a Cleaner heals the Stinger for 10 Health 50
Defense 2 Ramping Health Dealing damage increases your max Health by 3 until you die (stacks up to 20 times) 100
Defense 3 Leap Defense Leap increases your Damage Resistance by 40% for 4 seconds 200
Defense 4 Health and Armor Gain Armor covering weakspots, + 50% Health 400
Offense 1 Execute Deal 2 bonus damage to Cleaners below 50% health 50
Offense 2 Ramping Damage Dealing damage increases your Damage by 3% until you die (stacks up to 20 times) 100
Offense 3 Recovery Exhausted duration reduced by 2 seconds and Urchin Mines have significantly more health 200
Offense 4 Sneak Attack Every 4 seconds, your next attack is empowered and deals 100% more damage 400
Utility 1 Mobility Reduces the Move Speed penalty while attacking or charging an attack for all Stinger variants 50
Utility 2 Ability Improvements Stinger shots blind, Stalker Pounce bleeds, Urchin Mines puddles damage, and Hocker Harpoon amplifies damage 100
Utility 3 Improved Slow Significantly increases the Cleaner Move Speed reduction and effect durations of all slow effects applied by Stinger 200
Utility 4 Kill Frenzy All Stingers go into a frenzy and ignore Exhaustion for 5 seconds when a Cleaner is incapacitated or killed 400


Reeker Family Upgrades
Defense 1 Temporary Defense Spawn with 20% Damage Resistance, losing 1% each time you take damage 50
Defense 2 Regenerating Charge Regenerate 50 Health per second while Charging 100
Defense 3 Temporary Defense+ Spawn with 40% Damage Resistance, losing 1% each time you take damage 200
Defense 4 Permanent Defense Damage Resistance stacks are no longer removed when you take damage 400
Offense 1 Pus Charge Charge deals 10 damage and applies Pus-Covered 50
Offense 2 Pus Damage Pus-Covered deals 2 damage per second 100
Offense 3 Damage + 35% Damage 200
Offense 4 Ability Improvements Significant Vomit Cooldown Reduction, increased Frenzy Attack Speed per hit, Explosion blinds Cleaners 400
Utility 1 Mobility Move Speed penalties from attacking are reduced 15% 50
Utility 2 Pus Slow Pus-Covered reduces Move Speed by an additional 15% 100
Utility 3 Anti-Healing Pus-Covered also reduces healing received by 50% 200
Utility 4 Pus Handling Slow Pus-Covered also reduces Use Speed, Reload Speed, and Swap Speed by 35% 400


Common Upgrades
Horde 1 Walkers Increase the number of Common Walkers in the available spawn pool 75
Horde 2 Joggers Increase the number of Common Joggers in the available spawn pool 150
Horde 3 Runners Increase the number of Common Runners in the available spawn pool 250
Horde 4 Sprinters Increase the number of Common Sprinters in the available spawn pool 375
Power 1 Ferocious Increase Health of all Commons by 25% of base and damage of all Commons by 30% of base 75
Power 2 Infected Wounds Hits from Common Ridden reduce healing received by 2% for 20 seconds (stacks up to 40%) 150
Power 3 Improved Slow Hits from Commons slow Cleaners by an additional 20% 250
Power 4 Monstrous Further increase Health of all Commons to 50% of base and damage to all Commons to 60% of base 375
Evolution 1 Armored Add Armored Common Walkers into the available spawn pool 75
Evolution 2 Charred Commons have a chance to spawn Charred, causing them to be immune to fire damage and deal fire damage in a radius around them 150
Evolution 3 Blighted Commons have a chance to explode into a pool of acid on death 250
Evolution 4 Festering Festering Common attacks cause a stacking loss of Stamina and Healing Efficiency 375